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  1. #61
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    Re: Huge Stat changes

    Quote Originally Posted by cacophony View Post
    I'm assuming they're using an in house spreadsheet like tool for the equations and balance. The code shouldn't be that hard.

    If they're NOT using a spreadsheet like tool, no wonder these damn games take forever and a day!
    Even if you use the best programming methods utilizing config files so that there is the least amount of hardcoding possible there will still be a little. Think about all of the places where STR, DEX, ENERGY, VIT appeared in D2. All the places those words exist will need to be unit, system, and regression tested. This may seem trivial/display only, but there is rework to be done which impacts timeline unless they up the budget and bring on additional people to get the extra work done on the same schedule.... it's just how projects work.




  2. #62
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    Re: Huge Stat changes

    Would it really demand that much code change? I mean, the basic structure is still there (core attributes that mathematically modify other stuff). They are just changing the details (number of core attributes, what they modify).

    It's not like they fundamentally changed how attributes work.


    Also, to Konfeta's point; if you have to worry about resources in the middle of an AVERAGE fight w/ a bunch of scrubby trash, then you obviously don't have enough willpower. That's part of the willpower cap you have to consider. If you need massive amounts of willpower just to get to the point where you can finish an average fight, then the balance is a little off.
    Heh. You say the balance is off. I say the balance is right. We want Willpower builds to be competitive with Attack and Precision builds, remember? A character that focuses on the latter gets more powerful and more efficient attacks and has to use fewer to win a fight. A character that focus on the former has the advantage of attrition even if individual attacks don't hit as hard. One build focus encounters the problem of having to be conservative with the skill usage. The other just goes to town and carpet bomb.

    It will take careful balancing to make that work, but if it does, hey, the problem you outlined with people just getting minimal willpower becomes non-existent. There now exists a reason to, for example, go with minimal attack attribute and dump the rest into willpower!




  3. #63
    Diablo: IncGamers Member lone_wolf's Avatar
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    Re: Huge Stat changes

    Or they could use whatever source of database they want to store the functions in and then call them when needed.

    My main gripe with this is that yet again blizzard seems to think we are idiots that cant handle simple systems nor read a manual. On top of that the new "stat" system seems much more bland then the last they used.

    Of course blizzard could very well shoot themself in the foot with this system due to the butterfly effect.

    it would not be the first time a small insignificant change turns out to change more then what was planned.

    @konfeta we dont have to code so we dont know how it is interacting with other elements in the code. It could be as easy as you say but if it is interacting with various other elements there is little they can do to forsee every possible change it does to the code.

    Stranger glitches and bugs have been made from smaller changes.

    heck to shut down the entire .se domain all it took was a careless person to add a dot.




  4. #64
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    Re: Huge Stat changes

    Well, I would hope they have SOMETHING set up to make it easy. I mean, the concept of iterative design demands it - you don't just assume a major gameplay system works and then build everything else on top of it without a care in the world. If they stick to their guns, they would have anticipated the potential need to introduce such major changes even to the attribute system...




  5. #65
    Diablo: IncGamers Member lone_wolf's Avatar
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    Re: Huge Stat changes

    that depends on their project model konfeta. If they use scrum yes it will be much easier to see and react to changes. If they use the waterfall model they are in for a bumpy road with alot of changes and tweaking before they can implement the changes we talk about here.




  6. #66
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    Re: Huge Stat changes

    A quick google search and...

    http://webcache.googleusercontent.co...&ct=clnk&gl=us

    Scrum it is, it seems. Also, scrum is a funny word.

    Scrum scrum scrum.




  7. #67
    IncGamers Member Wolfpaq777's Avatar
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    Re: Huge Stat changes

    So the more I think about the % damage to witch doctor and wizard skills, the more I am ok with it so long as it ONLY APPEARS ON WEAPONS, because there does need to be a similar boost in killing power for casters upgrading their weapons as there is for physical dps doing the same.

    However, obviously a barbarian won't be getting straight dps from any other piece of gear, so neither should casters. Here is where Blue implies that more pieces of gear than just weapons will be getting percent damage:

    This will change and affect several item affixes, but specifically we’ll be making the following changes to address issues with casters under-valuing gear (more below in Q&A), and to clear out attributes that are going away:
    - Removing +spell damage affixes
    - Adding Bonus % damage for wizard skills (wizard only)
    - Adding Bonus % damage for witch doctor skills (witch doctor only)


    And here's where they imply it will be only weapons:


    Q: Why add wizard and witch doctor only damage increase affixes?
    A: Casters who don’t rely on weapons need a reason to care about their weapons. The monk, barb, and demon hunter all have the DPS stat that has a big impact on their damage. This was the purpose of +spell damage, so without it the wizard and witch doctor will be missing a damage modifier stat to make up for their lack of need for weapon DPS. We’re adding these stats as weapon focused affixes that will make wizard’s and witch doctor’s care about their weapons. This specifically addresses issues that Diablo II had where some classes could more effectively stack magic find gear than others without hurting their damage output or survivability.

    This is one of many, many possible solutions we considered. This one ultimately felt the cleanest and most straightforward.

    Q: How will items work that get these new wizard and witch doctor affixes? Will only class specific items get them? In general what’s the philosophy behind class specific items?
    A: It is not our intent that classes always use their class specific items, specifically in the weapon department. But, class specific items will be predictable sources for stats good for your class, as we’ll restrict them to only carry affixes your class could want.
    However, all affixes you could want will still appear on any weapon your class can use.


    It is my firm hope that 1) attack loses its name and 2) the latter is the case for caster damage.

    I mean, of the +15 or so all skills you could easily get in Diablo 2, at least +5 of those was coming from your weapon/shield, so the emphasis on having a quality weapon has been there historically, including the percentages to spell damage you see sometimes on items like eschuta's.




  8. #68
    Diablo: IncGamers Member lone_wolf's Avatar
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    Re: Huge Stat changes

    Quote Originally Posted by konfeta View Post
    A quick google search and...

    http://webcache.googleusercontent.co...&ct=clnk&gl=us

    Scrum it is, it seems. Also, scrum is a funny word.

    Scrum scrum scrum.
    Hum i wonder if blizzard make use of the short standing meetings that are used in scrum

    its good that they are short bt the way since you stand during the whole meeting

    Anyway if blizzard do use scrum changes like this should be brough up repetetly as every project member has to report what they have done, what they should do next, if they need any help and so forth daily.




  9. #69
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    Re: Huge Stat changes

    Standing builds character. They better have them.




  10. #70
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    Re: Huge Stat changes

    Yet another way that balancing can change what any of this means: some skills could be so expensive that you need to really focus on Willpower to have any hope of using it regularly. Other skills may be so cheap you hardly need any WP at all - but they're pretty weak unless you pump up your Attack/Precision a lot.



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